[osg-users] [osganimation branch] Review, test, critics

Julien Valentin julienvalentin51 at gmail.com
Tue Oct 31 08:32:23 PDT 2017


Okay 
Concerning problems encountered with nathan and HWtrans
I think i remember the difference of behavior of the RigTransformHW:


1/In master  nathan HW have the "luck" to work because SourceGeometries share stateset. 
In this case a stateset is process mulitple times by RigTransHW::init() give uncontrolled but luckyly good result (the last init(riggeometri) have a MAX_MATRIX higher enough to embed previously generated program) 

2/in the branch riggeoemtry are supposed not to share stateset : if a ss is processed a second time its program is supposed to be a userdefined (so it stay the same with a MAX_MATRIX to low to embed the intended behavior)

The addition of a "rigs can't share ss" rule seams to be the only solution to control the result of the HWModel...


mp3butcher wrote:
> Hi Raymond
> I just tested:
> nathan.osg works just fine at least with RigTransSoftware (osganimationviewer),
> tell us more about your test
> 
> Nevertheless I have noticed a potential problem with RigTranHW (osganimationhardware) that i doesn't diagnose but I believe to remember there were problems with this model and RigTransformHW with master 
> 
> For the test bench, i advice to use blender model and osgexport addon (with my pr) or use osg fbx plugin to import for Autodesk...
> 
> 
> 
> reedev wrote:
> > Hi Julien,
> > 
> > To start with, can you point us which model we should use to try out the osganimationhardware example? nathan.osg does not load. Can you share a model that should work?
> > 
> > Thanks, cheers,
> > Raymond
> > 
> > 
> > 
> > On 30-10-2017 16:08, Raymond de Vries wrote:
> > 
> > 
> > >   Hi Robert,
> > > 
> > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > 
> > > 
> > > >  Hi Raymond,
> > > > 
> > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > 
> > > > >   
> > > > > >     
> > > > > > 
> > > > > > With these changes applied, did you get a chance to test how the new rev of osgAnimation is working?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > >   No, sorry, no time for that although I plan to do so asap. I will give it priority though since, if I recall correctly, you'd like to release 3.5.8 this week, right?
> > > > >  
> > > > > 
> > > >  I would like to get osganimation tested and if all goes well merged with master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for being busy next week :-)
> > > > 
> > > > 
> > > > Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the shader_pipeline branch and getting this merged into master, and then finally go for OSG-4.0!
> > > > 
> > > > 
> > > > 
> > > > 
> > >  Perfect, those are all good motivations, I will do at least my part testing the osganimation branch and master :-)
> > > 
> > > Cheers
> > > Raymond
> > > 
> > > 
> > > 
> > > >    
> > > > 
> > > > Robert.
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
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> > > > > 
> > > >  
> > >  
> > > 
> > > 
> > > 
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> > > >  ()
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> > > > 
> > >  
> > 
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